Title: The Consolarium: Learning and Teaching Scotlands advocate for gamesbasedlearning
1The ConsolariumLearning and Teaching Scotlands
advocate for games-based-learning
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5Ok.What about the people managing and
implementing technology and pedagogy in schools,
what do they think?
Anna Rossvoll ICT Development OfficerAberdeenshir
e Council
6Why computer games?
- Whitfield Primary, Dundee, 1997-1999
- Games at Christmas-tetris
- Problem solving with the Zoombinis
- Using the Nintendo 64 to promote creative writing
- Pupils were motivated and stimulated to learn
- Encouraged and facilitated collaboration
- Encouraged and facilitated learner reflection
- A climate of active and knowledgeable
participation - No fear in the approach to their learning
7A tech-savy client group?
- Prenskys digital native digital immigrant
thesis? - Modern technology is now embedded in, and
integral to, young learners lives
- digital interactive TV
- the internet
- music downloads
- computer games
- mobile phones
- instant messaging
- social networks
- blogs
- ebay
- online avatars
- MMORPG
- sharing media
8Communication breakdown?
- Do teachers (digital immigrants) speak a
different language from young learners (digital
natives)? - Is our methodology still based on how immigrants
were socialised to learn? - slowly, step-by-step, linear, individually,
seriously - Do immigrants implicitly assume that learners
learn, and will continue to learn, the way they
always have?
9The Consolarium
- Scottish Centre for Games in Education
- Comprehensive range of commercial consoles and
games - PS2, PSP, PS3, Xbox360, DS, Wii,
- Alienware PC
- Intel Mac
- Interactive whiteboard
- Wi-fi access
- www.ltscotland.org.uk/consolarium
10What it aims to do
- Promote games and learning
- Act as a centre that teachers and educational
managers can visit - Develop a community of interested partners
- education, academic industry
- Nurture, support and celebrate effective and
innovative practice with games - Address associated moral panics and legitimate
concerns - Embed games and learning in ACfE
11Come to the Consolarium
12Consolarium on tour!
13Who are we working with?
- Aberdeenshire
- Aberdeen City
- Dundee City
- Fife
- City of Edinburgh
- Stirling
- West Lothian
- Falkirk
- Renfrewshire
- Inverclyde
- Western Isles
- West Dunbartonshire
- East Dunbartonshire
- East Lothian
- Moray
- Perth Kinross
14Our new learning space
- A Curriculum for Excellence is currently under
development - Successful Learners
- Confident Individuals
- Responsible Citizens
- Effective Contributors
- Should curriculum and methodologies have cultural
significance?
15Enhanced learning?
- Powerful motivational context
- Science model (Problem solving)
- Knowledge of other curricular areas
- Metacognitive development
- Formative assessment embedded
- Collaborative contexts
- Affective domain targeted
- Culturally relevant and valued
16Some of our projects
- Dr. Kawashima helps to improve numeracy
- Cross-curricular work with Guitar Hero
- Myst in Aberdeenshire
- Computer games design
- Crazy Talking in Stirling
- Learning phonics through dance mats
17How did the DS project start?
- I bought a DS in March 2006
- Dr. Kawashima and some other titles
- My teacher radar made me consider how this
might have an impact in class - Cognitive challenge
- Possibility of helping mental maths
- Game design fosters intrinsic motivation and a
culture of achievement
18Formulating the project
- Dr. Kawashimas Brain training is said to
- Exercise the pre-frontal cortex
- Increase blood-flow to the brain
- Help prepare learners for learning
- Felt that there was a link with Brain Gym in
relation to - The theory of exercising the brain
- Preparing learners to learn
19Dr. Kawashima Project
- Three P.6 classes in schools in Dundee
- One with Nintendo DS and Kawashima 15/20 minutes
a day, one Brain Age check every week - One class using Brain Gym for 15/20 minutes where
and when appropriate - One control group
- 10 week treatment period
- Pre and post tests
- Age appropriate Maths test
- Burnett self scale
20Self Concept Measure
- Results of Burnett self concept measure
- No statistically significant changes
- Nintendo group only group to show average
increase in this measure
21Time taken to complete test
2. Average times on maths test
- Statistically significant drop in times from
Nintendo group - 1701?1319
- Some examples
- Child W
- 1711?928
- Child X
- 1354?631
22Score in maths test
2. Average scores on maths test
- Statistically significant jump in scores from
Nintendo group - 76 ? 86
- Some examples
- Child Y
- 23?68
- Child Z
- 60?90
23Initial analysis
2. Scores on Maths Test
24Any impact on learning?
Average scores on maths test
- Statistically significant jump in scores from
Nintendo group - 76 ? 86
- Some examples
- Child Y
- 23?68
- Child Z
- 60?90
25Unexpected findings
- Teacher commented on the change in
atmosphere/ethos in the class - Calmer
- Less aggression
- Collegiate ethos
- Togetherness
- Independence
- Enhanced self-esteem
- Dont take them away!
26Guitar HeroCross-curricular learning
- Guitar Hero Project
- P.7 in Aberdeenshire
- Last term of the year
- Children wholly lost in the world of rock and
roll - Intrinsic motivation, enhanced learning,
commitment to tasks - Impact on ethos
27Guitar Hero
- The game in action in the classroom
Kim Applin Primary Teacher Aberdeenshire Council
28Guitar Hero
- Cross-curricular projects
- Art Design
- Writing
- Environmental Studies
- Music
- Drama
- Design Technology
29Guitar Hero
- Cross-curricular learning
- Writing project linked to the Design Technology
guitar design activity
Kim Applin Primary Teacher Aberdeenshire Council
30MystMotivating children to write
- Based on Tim Rylands work
- In 20 primary schools across Aberdeenshire
- CPD event held to help develop confidence an
competence - GLOW groups to foster collaborative and
supportive learning communities
Myst in the classroom in Aberdeenshire
31MystImpact in the classroom
- Powerful motivational tool
- Extending and enhancing writing
- Reluctant writers engaged
- Positive impact on behaviour
- Natural home for formative assessment strategies
- Context has currency and relevance
Jonathan Cordiner Primary 7 Teacher,
Aberdeenshire Council
32Computer games design
- Learners as creators, not just consumers
- Gamemaker
- Thinking Worlds
- Missionmaker
- Neverwinter Nights
- 2.5 days training for four teachers from eight
Local Authorities - Funding for software to support the pilots
33Crazy Talking in Stirling
- Exploiting games related contexts
- Link to avatars in games
- Crazy Talk allows still images to become animated
lip-synching characters - 25 licenses shared across local authorities
- Stirling Council
- P.7 Titanic project
- Powerful motivational tool
- Reluctant writers motivated to write (mostly
boys) - Used with MFLE and E/S
34Dance mats teaching phonics
- Teaching reading via a dance mat?
- Ramba Studios
- Primary Phonics
- West Lothian purchased 85 sets. One for every
Early Years setting - Kinaesthetic learning style
- Culturally engaging?
- New way of approaching early reading skills
35What else is happening?
- 18 PS2s 18 Wiis out in schools
- Sony PSP project in the planning stages
- Sony Buzz Schools Quiz project
- Pro-Evolution Soccer Championship Manager in S5
- RM Easiteach dance mat for Gaelic
- Phoenix Wright for writing in S2
- Developing AifL through The Winning Game
- Nintendogs in P.2
- Extended Dr. Kawashima research project
36Lets be realistic
- Successful learners require good teachers
- This is another way through which we can engage
digitally aware learners - We need to explore this medium but we need to be
open-minded and practical - Continue to explore how can we aid the delivery
of a modern and ambitious education system
37Thank you
- d.robertson_at_ltscotland.org.uk
- http//www.ltscotland.org.uk/consolarium
- http//ltsblogs.org.uk/consolarium
- http//hotmilkydrink.typepad.com